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Full notes
Full Welcome to Goodland update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
Welcome to Goodland changes
Good day!
We have decided to temporarily close the demo in order to provide you with an improved demo when ready. Of course, we do not stop working on the development of both the demo and the main game and will continue to keep you updated on development.
This week we worked on implementing cutscenes in the main game and introducing analytics into the game.
Analytics
Welcome to Goodland has a lot of both economic and moral and ethical decisions. It's difficult to predict the player’s behaviour, to understand what can be difficult and what is too easy. With the help of analytics, we will be able to more accurately understand which choices and businesses are more popular, which characters the players like more, at which moments the player experiences the greatest difficulties.
Sound effects
Also, now we are adding sounds to cutscenes, making them more dynamic and interesting. To do this, we use several steps:
adding movement to cutscenes
use transparency change
move static cutscenes along the axes, while rotating the images
add dashes to action scenes
add visual effects (like gunshots) to action scenes
Along with this, we continue to work on sound and musical accompaniment.
We added sounds of the city
ambient, noise of people and cars, howling of dogs ...
Now, most actions are accompanied by effects
shots, hits, footsteps, engine roar, echoes of small objects, and so on.
Improvement of UI
We also continue to improve the clarity and readability of the interface. Initially, we wanted to provide the player with as much information as possible in the business capture menu, but we decided that the abundance of numbers could confuse the player. As a result, we left the required minimum, and additional data is now displayed by pressing key I.
Trailer
Another part of the development was the creation of a new trailer covering the game, mechanics and setting. Our task was to create an atmospheric and high-quality product, so we selected actors carefully, looking for voices that were as similar as possible to the characters we had invented. The hardest part was finding actors with a Mexican accent, as not that widespread. But in the end, we were pleased with the results of the preparation, and after a while, we will present you with a new trailer.
Source
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